Hi! I've been working on a model based on this image reference:
http://imgur.com/D7kPmVX
I've really hit a snag when it comes to hair though, I can't seem to make it nice and "fluffy", give it that volume I see in well done models of this kind. No matter how much I push and full verts, it just looks like a bunch of flabby banana peels instead of actual hair
Anything I can do to make it more natural? I've followed this tutorial for the basic body...
https://www.youtube.com/watch?v=sHN1_GBwqcw
...and tried to follow this one, for the front of the hair at least:
https://www.youtube.com/watch?v=zUtmpJGjnGI
Even though I'm going through game design in university, I don't have character modelling classes yet, so this project is mainly for fun (and to try and impress my teachers, admittedly). It's my first model too, and as such, I'm aiming to learn and improve as much as possible. So, if it's not a bother, feel free to point out any flaws, and as many things that can be corrected as possible so far.
http://imgur.com/a/4veTq
And here's the Maya project folder thus far, in case it's necessary:
https://www.dropbox.com/s/z5ki4f2ghka566s/model.rar?dl=0
The idea was to go through the modelling > texturing > rigging process for this, to eventually put it in a game engine. Thank you very much for your time in advance!
If it was me i'd probably download a MMD model like TDA miku and look at how it is
Pull out verts based on their normals.
DAT PIC. and cool i guess...
>>498278
This sucks?
/3/ is hard to please.
>>498739
you are easily pleased then
>>498739
All Live action trailer for games suck.
>>498741
>you are easily pleased then
clearly Bethesda has no idea what the autistic bounds of acceptable are and will crash and burn because most people are like you.
Or, you belong to a minority of nitpickers who constitute a rounding error on humanity and have no net effect on anything.
Hello, I'm very new to 3D modeling and I'm studying C4D right now.
Any tips on how to realize these "bending" on the side of these object?
make cube
bring in general shape
bevel the edges
make assload of loopcuts
one one edge of the cube selsect every second loopcut and move further inside the cube to get your "wriples"
use subdivision modifier or whatever its called in cinema4d and subdivide the fuck out of it
>>500756
Thanks man! I'll buy you a beer someday!
I am also new to 3d modeling.
Is doing something like this OK or is is going to fuck me over when I want to do anything with the model?
And by that I mean the faces with a bunch of edges at different points in 3d space like I have around the middle of the leg area.
After using the uniform scale tool I cannot chamfer corners evenly.
How do I correct this?
>>500721
oh, 3dsmax 2015 btw.
>>500721
Next time try to scale only in subobject mode, ie selecting all verts/polygons.
To fix it try resetting your Xform. Select the object, then go to the Utilities tab (the one with the little hammer on the right) and hit Reset Xform. Then collapse the object.
>>500721
You broke the edgeflow by doing that initial chamfer on the corners there. That main large face is now a 36 sided face, when it used to be just 4 sided (a quad). Retain quads with your modeling operations, if an operation is going to generate n-sided faces, think of a different approach or a way you can quadify that face afterwards.
The simplest solution here would be to simply delete the large face and let it be simply an outside strip of polys for now. Then add thickness with an extrude once you're done getting the shape you want. This is how that phone is built anyways, it's a strip of metal around the outside.
Want to create a game.
I dont know what kind of game yet
Preferably something that runs on Android, iphones and other shit.
And something I can earn money with.
Where do I start or which game engine or game designer/creator/maker do I use?
It needs to be fairly easy (I am good with computers just not a programmer or anything).
And I dont actually know what kind of game i want to make I was just hoping to start somewhere and figure it out on the way
Thanks for the help
you need to be an artist or a programmer to start things off
if not you need to know how to make design documents which is equally problematic for someone that don't have experience or knowledge
>>500376
Yes.
What this guy says is true.
If you can't program, you can make up for it by knowing how to either
1) Make design documents, or:
2) Make diagrams (Class Diagrams or Object Diagrams)
Good programmers will be familiar with either of those 2. (usually)
If you don't know what an "object" is:
think of it this way.
Every thing you see on the screen, in any video game, is an object.
Every enemy is an object.
Link is an object.
Link's potions, hearts, and weapons are objects.
And Classes are like "types" of objects.
(Enemy Class, Player Class, Powerup Class, Weapon Class).
An enemy object belongs to the Enemy class, etc.
Keep in mind, this explanation is extremely simplified. (dumbed down, to all hell)
And, I'm definitely expecting backlash, because of it.
Also, shouldn't this be in /g/ or /vg/?
I know that /g/ usually has an active programming thread. (or is that /sci/ ?)
>>500377
I have some basic game maker skills but i fucking hate programming
like seriously I will not do even a single 10 letter line of code
I have tried programming for 10 years but i just cant wrap my hand around
i dont understand 1+1=2
but if I do modules then I understand it.
If I have a visual, i cant do text but visual I am good at. I am capable of making a game in game maker where I move someone with arrow keys and can make jumps etc, but i just dont wanna do any code
when i watch tutorials people always use code and i fucking hate code so fucking much i tried it for 10 years but im dyslectic or something i just cant ever figure it out so if I get a visual on it its way easier
but im stuck at some points with it for example I can make it jump and walk around but I have problems with collisions and all collision tutorials are with code and I dont wanna copy paste it i wanna do it myself with modules because I actually want to understand what it does and i feel bad for copying out of tutorials
is it photorealistic enough?
for what?
>>500282
I only have one thing to offer here. You can see slight indications of truncations around the edge of the base. Otherwise, it looks okay to me.
>>500285
true, I guess I didn't subdivide the base enough to make the edge smooth. thanks for noticing
So, I'm about to begin animating a duel scene and i am wondering how i would go about animating it.
Would the actors in the duel need the weapons attach to their skeleton in maya or would they need to be separate objects?
How would i go about attaching it? would it just be skin bind and set it to 100? or what.
weapons / props should be separate objects.
personally i would use a PointOnPoly constraint.
(Rigging menu set > constrain >pointOnPoly)
select a vert on the hand, then shift select the sword then apply the constraint.
You can use the third last attribute from the bottom of the constraint attributes to animate the constraint on and off, which is useful for a character letting go of their weapon.
>>500141
You'll want to do some sort of parenting/constraint setup. Don't fucking skin it to the skeleton.
>>500141
No. Stop.
Props are separate objects; you want your character to be able to let go of a sword or a shield.
I'll try to explain the process:
First of all make sure that all the parts of your object are grouped.
Now... you parent the group to a locator and you check that the locator is moving the group.
Done? okay, now you have to create another locator and parent that to the controller of the hand of your character. This usually results on an IK sort of controller.
After that you parent/constrain the locator of the sword and the locator of the hand.
This should allow, when active, that the controller of the sword controls the hand so you end up with some sort of IK control which is convenient whenever there are interactions that require simulating weight.
On the attribute editor you will now have an extra tab. You just 1 to activate and 0 to break the connection.
On a side note i will advice you patience because you are gonna experience a lot of frustration here.
It's a trial an error thing the first few times to get it right because the direction of the parenting is important and parent/constraints direction is opposed to regular constraints.
Hey guys , I need help, big time . Basically, I'm a beginner in Zbrush and have to make a character for school . I worked there for a week with Zbrush6 and saved my file as ZPR format .
Now , i'm working from home and I only have access to the ZR7 format .
What I'm asking you guys is if someone has the 4R6 version and would be nice enough to convert my file to ZLT instead because I can't do anything with it ATM.
I can send it through email . I'm not sure how I could repay whoever helps , but I'd be extremely grateful . Thanks a lot.
>>500138
Filesize?
>>500152
100 mos. Can send it through wetransfer since gmail is limited to 25.
Anyone? :(
Hi /3/ Please enlighten me with some info as I am somewhat of a noob in computer graphics.
What would be the program of your choice to do isometric drawings such as pic related
I thank you in advance and I will share my work as I go forward with this
Well,
This isn't really an isometric drawing. It appears to be a cad model textured to look like an old hand drawing from back in the day. So to answer your question it would be a very easy task to model those items in a cad package and display (or plot) the items in a hidden mode using hatched for the textures. Its probably what I would (and have) done if I needed an image of that style.
Do you need accuracy? CAD or some shit.
Do you just want the visuals? Blender/3DSMAX/Maya can render it easily.
>>500055
For the shading:
If you're using blender, search for "blender npr" or "blender freestyle."
I think Max or Maya has a plugin called "Pencil" that does similar things.
For the perspective:
For blender: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam
You can get close enough to isometric by using an orthographic camera and setting it at the right angle.
Like >>500057 said though, if you need accuracy, then go with CAD. A CAD forum would be able to answer your questions.
Is it possible to create "authentic"-looking 80's retro animations in modern programs, or can you only get the "true" look by using antiquated software with all of its old design limits?
>>500020
The only part of the "look" that would be tricky to replicate is the emulation of the post processing effects of old displays as digital ones aren't as prone to distortion as current ones. Faking VHS bleeding etc.
It's a bit like using filters for emulators, you can get reasonable results, but they'll never be the same.
The outputted animation (or in the case of an emulator, the pixels) are the easy part.
just do what mega 64 does
https://www.youtube.com/watch?v=QRg9QvJLHWs&feature=iv&src_vid=6rSLInBkY9I&annotation_id=annotation_1578896607
>>500020
This 'true look' isn't about software it's about hardware. Record your stuff onto old media and then digitize the signal of that recording should go a long way to make it look authentic/shitty.
hey /3/ i'm a student doing a 3D modeling course at College, in not new to it but ive got a problem that ive never seen before, i'm using 3DS max 2016 and i keep getting this warning pop up when i open any .max file or just a new blank scene... please help, i have an assignment due in a week and i really need to carry on with this... ive already tried uninstalling and reinstalling everything AUTODESK related on my PC, i'm using the student version and my PC specs are good, ive never had this problem before
> Picture 1/4
when i click OK, this next box pops up
>Picture 2/4
when i click OK again, this comes up:
>picture 3/4
Regardless of what i click after that, this comes up, im unable to use anything, then after i save the blank scene or not, it crashes, please help
>Picture 4/4
Mouse vs Tablet
stupid
>>499741
controller
I want to start out simple
take the give obj
render it however you like, best image gets to choose the next object(s) we use. I will pick the winner after a few days
>uv
>light
>texture
>render
>post it
https://dl.dropboxusercontent.com/u/48445052/texturing%20challenge.obj
>downloading some file on 4chan
>>498898
> doesn't know what .obj extension is
>>498898
hurdur guy on /3/ wants to hack my l33t computer with all of my pirated software on it.
just testing this, pay no attention
>>498808
Your loop is entirely ruined by the black frame.
>>498809
I keep trying to remove it but I cant
Wood is too shiny, metal could use some variation in colour and maybe some more detail, at the moment its kinda plain and one flat shade of grey. If that shiny wood is supposed to be old oily/waxy wood it needs brighter/lighter wood on the exposed most outer surfaces and darker crevices and more color variation. In general you should get some more color variation on, one hue for one material doesnt cut it.
What game is it for? Your game or some skin for a game? Looks a bit like a tf2 weapon skin. If its for tf2 you should get rid of the smaller ripples detail in the wood and add a few brush strokes, paint the dark crevices with a somewhat hard edged brush by hand.
Hi! So ive been learning how to use Blender 2.74 since earlier in the year. Ive been watching different tutuorials and whatnot to figure out how to create character model from scratch. This is my Low Poly attempt and since working on the body ive moved on to the hair obviously but now I have actually made the hair a separate mesh. I thought since the body is modeled with the Mirror Modifier I should try making it separate cuz it's obv supposed to be non symmetrical, however when i move everything around the hair dosent stay with the body. How do I reattach or set the separate mesh to move along with the character body? Im pretty confused, yall's help would be appreciated.
>>498663
You need to follow/watch a tutorial on topology. You have none and all your work is wasted.
>>498664
Is facial topology absolutly necessary for something low poly that will eventually have UV wrap/mapped face on it?
Iam just a beginner, I tried working topology on a hi poly face like this one. What else should I really be looking to learn from tutorials?
>>498665
Facial topology is only important if you plan on animating the face.